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Pillars of Eternity


Norak

Öne çıkan mesajlar

axedice said:

Öf izlemiycem backer betada oynarım falan dedim ama insan dayanamıyor.

randomorgasmface.jpg

Divinityden sonra bu geliyor falan hayat ne kadar güzel ya


axedice
Divinity: Original Sin
67 hrs on record

yuh ne oynamissin yav
ama evet midora vardi o da cikarsa
wastelandde normal bi fiyata inerse cok saglam oyunlar var bu sene
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maddi olarak olmasa da manevi olarak desteklediğim bir proje. dernek kuracak olsam ismi B ile başlayan developerların kökünü kurutma derneği olurdu sdf.

harita konusunda benim için önemli olan şu:

said:
we have a nice amount of big city stuff


BG bunu çoook iyi yapmıştı. o kadar content olmasa da en azından bunu becerebilmeleri şart.

said:
RPS: And how does the player character come to be the leader of the party – he or she is a newcomer but somehow takes charge?

Sawyer: The land isn’t your land but the conflict is yours. You are at the centre of your own conflict. That means you are the most interested party. It’s like…I’m going to use a Speed reference here – Keanu Reeves doesn’t know anything about buses but he has to make sure that this particular bus keeps going and doesn’t explode! You’re in a circumstance like that.


(tu) çok iyi benzetme
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RPS interviewın ikinci bölümü de gelmiş

said:
RPS: There’s a huge amount of text, even in what I’ve seen today, and the storytelling seems to be more important than necessarily inventing new playstyles. Is it fair to say that a lot of the team’s work has gone into making as many approaches as possible work in the game, both in terms of roleplaying and skillsets?

Sawyer: In the good old days we just kind of wrote dialogue, and added options, and sometimes they were good, sometimes they were bad and sometimes they were meaningless (laughs). Over time, those dialogues got refined and sometimes that was done in ways that were productive and good, eliminating bullshit options, and trash options that were just bad writing or bad places to go.

But with that refinement there was also a very tight streamlining, so in some games it got to the point where everything except the one good and one bad option was lost. That felt wrong to me. I wanted to write dialogue in a way that gives the players a sense that they’re allowed a good range of expression without falling into approaches that are just the expected ones in any given circumstance.

How do we also make those choices feel like they have weight within the context of the game’s systems and mechanics. That’s why we have the reputation systems and why we don’t have a dialogue skill, we trigger things off your attributes, class, background and race. That way we get a broader spectrum of activity. It’s not a question of ‘do you have the speech skill?’, it’s a question of what class are you, what choices have you made?


http://www.rockpapershotgun.com/2014/07/29/expert-speech-skill-pillars-of-eternity-interview-part-2/

http://img.photobucket.com/albums/v616/axedice/pati/masterrace2_zps1bc052ff.png
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